122,239 Commits over 4,048 Days - 1.26cph!
finished lods
remade prefab
adjusted decal material cutoff from .25 to .55
fixing a bug with coaling tower LOD3.. coming from an other prefab
S2P trainyard
Molotov cloth flame flipbook (squared frames and thus overly much deadspace on this preliminary version)
Launchsite / added more light switches to different floors in the rocket factory building
Reduced light_fixtures_EM_Cold emissive because it was causing extreme bloom in the rocket factory building
Updated prefab of the marketplace
Added more light switches to harbors
Fixed vertex painting values for the marketplace
molotov art implemention
fixed fireballs not always using their assigned velocity
cringe effects CC:petur
Coaling tower FX fix for the top part of the chute
updated locomotive prefab
-disabled BoxExtras Collision entity under DetailedColliders to enable smooth traversal
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
updated decal sheet to include "Cabin Access" + signage as a visual indicator for players to access locomotive controls
added a couple more decals to the black tank under the locomotive to indicate where to refuel.
Fixes for loot wagons, anims for fuel wagons, updated animator with added layer
removed middle line dirt smear from molotov cocktail
Added rust with vertex painting to the marketplace
Added portacabin prefabs used in the powerplant
Tweaked trainyard puzzle building material and made it dirtier
Tweaked plaster_a texture and removed some tiling details
Added an inverted version of concrete_f_mask_single texture
Add colour codes for team id 3000 (blue) and team id 4000 (yellow)
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
Updated train mesh
-whilst not being able to see the mesh flickering, i've adjust the offset to the problem areas highlighted by Paddy
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)
tweaks to AIZ and navmesh for small/large oilrigs
Fixed missing rad tea WMs
wooden signs colour tweaks to make them look more like the older wood colour
scrap tea now yields more scrap and lasts longer
fixed rowboat small stash culling at 10m
updated boomer firework desc
Fixed armoured double door hatch sound
resized Hitch and Trough loot panel
Fixed incorrect team ID lookup for events when determing colour of player nametag
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Test map edit to support shunt testing
Locomotive/WorkCart fuel interaction improvements
Merge from ugc_virtualscroll
UGC panel now uses a virtual scroller for better performance on servers with excess amounts of UGC
Removed PrefabInformation script from the large wood box. Fixes the loot panel title being blank.
Unsaved changes. Manifest update
Gave Coaling Tower outputs titles: "Tank" and "Skip"
Cleaned codegen without running generate again :(
Renamed clientperf_detailed to clientperf_frametime
Merge Main -> Trainyard Update
Adding missing mount/dismount/swap sounds to Minicopter and Scrap Transport Heli
Added Toggle ADS option to the in-game settings (Options>Controls)
Toggle ADS fixes:
Fixed not being able to ADS while a gun is deploying
Fixed having to click twice if player opens inventory while in ADS